BGE MakeHuman character hair disappears when close to edge of camera frame
Background

The deformed mesh leaves the original bounding box. This let the renderer assume there is nothing to render, so it can save processing time.

On armature action playing the bounding box does not change with the mesh deformation. When you move the hair away from that box it can quickly be skipped from render.

Solution

Keep your deformed mesh within the original bounding box.

two basic ways to get that


ensure the animation stays within the limits
ensure the original bounding box is big enough the fit the deformations you want to play


The last point can be achieved by adding some isolated vertices to the mesh. (isolated vertices are not rendered).

Alternative

update the bounding box with python ... not recommended as it eats a lot of processing time.

Glossar


Bounding Box a box that fit tightly around a mesh (on global X,Y,Z coordinates)
Original Bounding Box the bounding box around the mesh with the pose when the object was loaded (the scene was loaded)


Reference

objects disappearing at edge of camera?